- use more logical names for strings, noticed too many strings called `str` when reviewing name patch.
- pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
* Get rid of subrow/subcol variable names in the C UI code as well, use sub instead. This is shorter and sufficient.
* Minor layout alignment fixes.
* Greying out in NLA editor was doing nothing for "strip_time" property.
Added "Extend" flag to border select operators for editors:
- UV Editor
- Sequencer
- NLA
- Info Space
- Graph Editor
- File Browser
- Clip Editor
- Action Editor
- Channels and markers regions
Can be used for custom keymaps.
graph editor
No need to deselect all channels when doing the select left/right operator,
since we don't replace the selection afterwards with anything useful. This would
be a problem when the "Only Show Selected" option is enabled (as it is by
default), as this results in the curves being worked on disappearing from view.
F-Curves though will still get deselected as a result of the code to deselect
keyframes. Will need to review whether this is still a good idea (original
intention was so that only curves with keyframes selected would remain
selected).
* Some cleanup, removed references to already deleted *_header.c files.
* Marked SpaceScript as deprecated and removed header. Will keep space for now though, as some script operators are there and Campbell might want to re-use the space later.
Previous state:
Right now, there are "memories" of the "old" (less than a month!) translation way:
* A few remaining calls to BLF_gettext() (only UI_translate_do_iface and UI_translate_do_tooltip should be used).
* The _() macro still also calls BLF_gettext()!
New state:
Here are the changes made by the patch:
* Removing the no more needed _() macro.
* Removing most N_() and _() calls, only keeping the few needed ones (i.e. strings that are in no other way findable by xgettext and/or update_msg script).
* Defining in UI_interface.h IFACE_() and TIP_() macros (resp. for UI_translate_do_iface and UI_translate_do_tooltip).
* Replacing all calls to BLF_gettext by relevant IFACE_ or TIP_ one.
* Replacing all calls to UI_translate_do_iface by IFACE_.
* Replacing all calls to UI_translate_do_tooltip by TIP_.
All this somewhat clarifies and simplifies the code.
On the bf-translations scripts side, this only implies adding IFACE_ and TIP_ as detection markers for xgettext.
It also allows to reduce POTFILES.in quite notably (only 20 files remaining in it).
Please also have a look at those pages:
* Coder POV: http://wiki.blender.org/index.php/Dev:2.5/Source/Interface/Internationalization
* Translator POV: http://wiki.blender.org/index.php/Dev:2.5/Doc/How_to/Translate_Blender
- Make gettext stuff draw-time. so switching between languages
can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
(it was codepage issue).
- Added operator "Get Messages" which generates new text block with
with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
messages collected from rna to automatically gathered messages.
To update .pot you have to re-generate messages.txt using "Get Messages"
operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.
TODO:
- Custom fonts and font size.
Current font isn't nice at least for russian locale, it's
difficult to read it.
- Put references to messages.txt so gettext can merge translation when
name/description of some property changes.
* replace by BLI_snprintf in various places, note _snprintf on windows
does not properly null terminate the string.
* fix overflow in sequencer proxy code due to buffer being smaller than
specified size.
* fix some usage of snprintf as strcpy, this is will go wrong if the
string contains % characters.
* remove BLI_dynstr_printf function in gpu module, use BLI_dynstr_appendf
Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
These are basically just for specifying when a speaker should fire off
it's soundclip, and as such, many NLA operations are irrelevant for
it. They can only be specified on object-level for speaker objects.
I've still got some UI tweaks I'll need to work on in order for these
to be able to be added even when the speaker doesn't have any NLA
tracks yet. (EDIT: while typing this, I had an idea for how to do
this, but that'll be for next commit). In the mean time, you'll need
to add a single keyframe for the object, snowflake that action and
delete the NLA strip before you can start editing.
the Outliner
Channels which can be renamed include:
- Scenes, Objects, World, Material, Texture, etc. (i.e. "ID-blocks",
or the dark and light blue channels)
- Action Groups (green channels)
- Action expanders (i.e. "CubeAction", "WorldAction", etc.)
- Grease Pencil stuff
Channels which CANNOT be renamed, as they mostly use hardcoded values
or otherwise include:
- Drivers expander
- FCurves (they don't technically have a "name"; what is shown is just
a user-friendly representation of their rna_paths)
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
disabled, the strips are drawn so that they take up less vertical
space.
Originally, the primary reason why these were taller than those in the
other animation editors was really so that these control curves could
be visualised adequately. So, when these aren't shown, we can afford
to collapse the strips vertically.
This should make it possible to fit more strips on screen to retime
them. in some staggered fashion.
* Removed frame-number display from NLA strips. Indeed doing so makes
things look cleaner/easier to identify.
* When transforming NLA strips, the "temp-metas" (purple strips) get
their frame extents drawn on either end, like in the sequencer, which
seems to be easier to read than the ones inside the strips.
---
The downside of this tweak is that there is no longer any visual
feedback for which strips run reversed instead of forwards, as that
used to be shown using the frame extents stuff.
Channels can now be used as "animation containers" to be filtered
further to obtain a set of subsidiary channels (i.e. F-Curves
associated with some summary channel).
The main use of this is that object and scene summary channels can now
be defined without defining the filtering logic in three different
places - once for channel filtering, once for drawing keyframes in
action editor, and once for editing these keyframes.
An indirect consequence of this, is that the "Only selected channels"
option in Timeline will now result in only the keyframes for a
selected bones getting shown (when enabled), instead of all keyframes
for the active object. This was requested by Lee during Durian, and is
something which has only become possible as a result of this commit.
* F-Curves no longer show the name of the datablock of the property
they affect if this is an ID-block. For example, transform curves for
a cube won't get the "... (Cube)" suffix anymore. In these cases, it's
relatively clear that these belong to the parent datablock, so doing
this should be fine (and reduces clutter).
However, for non-id data (i.e. subsurf modifier settings) or bones,
this info still gets shown. In these cases, there is some ambiguity.
* "ActiveAct: <...>" is no longer shown for NLA action channels (i.e.
just the name of the action gets shown). This should make it easier to
see at a glance what action is being used.